+#include "weapons.qh"
// Weapon icons (#0)
entity weaponorder[Weapons_MAX];
void weaponorder_swap(int i, int j, entity pass)
{
+ TC(int, i); TC(int, j);
entity h = weaponorder[i];
weaponorder[i] = weaponorder[j];
weaponorder[j] = h;
string weaponorder_cmp_str;
int weaponorder_cmp(int i, int j, entity pass)
{
- int ai, aj;
- ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
- aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
+ TC(int, i); TC(int, j);
+ int ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].m_id), 0);
+ int aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].m_id), 0);
return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string)
}
void HUD_Weapons()
{
- SELFPARAM();
// declarations
WepSet weapons_stat = WepSet_GetFromStat();
int i;
weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
weapon_cnt = 0;
- FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, LAMBDA(weaponorder[weapon_cnt++] = it));
+ FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
for(i = weapon_cnt; i < Weapons_MAX; ++i)
weaponorder[i] = NULL;
heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
// do we own this weapon?
weapon_count = 0;
for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
- if((weapons_stat & WepSet_FromWeapon(Weapons_from(weaponorder[i].weapon))) || (weaponorder[i].weapon == complain_weapon))
+ if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon))
++weapon_count;
// get the all-weapons layout
int nHidden = 0;
WepSet weapons_stat = WepSet_GetFromStat();
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if (weapons_stat & it.m_wepset) continue;
if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
- ));
+ });
vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, padded_panel_size, aspect);
columns = table_size.x;
rows = table_size.y;
}
// draw the background, then change the virtual size of it to better fit other items inside
+ if (autocvar_hud_panel_weapons_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(center.x == -1)
for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
{
// retrieve information about the current weapon to be drawn
- setself(weaponorder[i]);
- weapon_id = self.impulse;
- isCurrent = (self.weapon == switchweapon.m_id);
+ entity it = weaponorder[i];
+ weapon_id = it.impulse;
+ isCurrent = (it == switchweapon);
// skip if this weapon doesn't exist
- if(!self || weapon_id < 0) { continue; }
+ if(!it || weapon_id < 0) { continue; }
// skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
if(autocvar_hud_panel_weapons_onlyowned)
- if (!((weapons_stat & WepSet_FromWeapon(Weapons_from(self.weapon))) || (self.weapon == complain_weapon)))
+ if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
continue;
// figure out the drawing position of weapon
// draw the weapon accuracy
if(autocvar_hud_panel_weapons_accuracy)
{
- float panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
+ float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
if(panel_weapon_accuracy >= 0)
{
color = Accuracy_GetColor(panel_weapon_accuracy);
}
// drawing all the weapon items
- if(weapons_stat & WepSet_FromWeapon(Weapons_from(self.weapon)))
+ if(weapons_stat & WepSet_FromWeapon(it))
{
// draw the weapon image
if(isCurrent)
- drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
else
- drawpic_aspect_skin(noncurrent_pos, self.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
// draw weapon label string
switch(autocvar_hud_panel_weapons_label)
break;
case 3: // weapon name
- drawstring(weapon_pos, strtolower(self.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
break;
default: // nothing
}
// draw ammo status bar
- if(autocvar_hud_panel_weapons_ammo && (self.ammo_field != ammo_none))
+ if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
{
float ammo_full;
- a = getstati(GetAmmoStat(self.ammo_field)); // how much ammo do we have?
+ a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
if(a > 0)
{
- switch(self.ammo_field)
+ switch(it.ammo_field)
{
case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
}
else // draw a "ghost weapon icon" if you don't have the weapon
{
- drawpic_aspect_skin(noncurrent_pos, self.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
}
// draw the complain message
- if(self.weapon == complain_weapon)
+ if(it.m_id == complain_weapon)
{
if(fadetime)
a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));